refactor: Simplify tag display name retrieval and enhance null checks in utility functions

This commit is contained in:
Lefteris Notas
2026-05-21 13:36:53 +03:00
parent d100a097f5
commit 108173b87b
4 changed files with 21 additions and 4 deletions

View File

@@ -40,15 +40,14 @@ FText UDA_GameTagRegistry::GetTagDisplayName(const FGameplayTag& Tag) const
} }
UGameplayTagsManager& TagManager = UGameplayTagsManager::Get(); UGameplayTagsManager& TagManager = UGameplayTagsManager::Get();
FString DevComment; FText DisplayName = TagManager.GetTagDisplayNameText(Tag);
FString DisplayName = TagManager.GetTagDevCommentAndDisplayName(Tag, DevComment);
if (DisplayName.IsEmpty()) if (DisplayName.IsEmpty())
{ {
return FText::FromName(Tag.GetTagName()); return FText::FromName(Tag.GetTagName());
} }
return FText::FromString(DisplayName); return DisplayName;
} }
bool UDA_GameTagRegistry::ValidateTag(const FGameplayTag& Tag) const bool UDA_GameTagRegistry::ValidateTag(const FGameplayTag& Tag) const

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@@ -16,7 +16,18 @@
UGI_GameFramework* UFL_GameUtilities::GetGameFramework(const UObject* WorldContextObject) UGI_GameFramework* UFL_GameUtilities::GetGameFramework(const UObject* WorldContextObject)
{ {
return GetSubsystemSafe<UGI_GameFramework>(WorldContextObject); if (!WorldContextObject)
{
return nullptr;
}
UWorld* World = WorldContextObject->GetWorld();
if (!World)
{
return nullptr;
}
return Cast<UGI_GameFramework>(World->GetGameInstance());
} }
UGameInstanceSubsystem* UFL_GameUtilities::GetSubsystemByClass(const UObject* WorldContextObject, UGameInstanceSubsystem* UFL_GameUtilities::GetSubsystemByClass(const UObject* WorldContextObject,

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@@ -2,6 +2,10 @@
// UE5 Modular Game Framework — BPC_StateManager Implementation // UE5 Modular Game Framework — BPC_StateManager Implementation
#include "Player/BPC_StateManager.h" #include "Player/BPC_StateManager.h"
#include "Player/BPC_HealthSystem.h"
#include "Player/BPC_StressSystem.h"
#include "Player/BPC_StaminaSystem.h"
#include "Player/BPC_MovementStateSystem.h"
#include "GameplayTagsManager.h" #include "GameplayTagsManager.h"
DEFINE_LOG_CATEGORY_STATIC(LogStateManager, Log, All); DEFINE_LOG_CATEGORY_STATIC(LogStateManager, Log, All);

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@@ -2,6 +2,9 @@
// UE5 Modular Game Framework — BPC_DamageReceptionSystem Implementation // UE5 Modular Game Framework — BPC_DamageReceptionSystem Implementation
#include "Weapons/BPC_DamageReceptionSystem.h" #include "Weapons/BPC_DamageReceptionSystem.h"
#include "Player/BPC_HealthSystem.h"
#include "Weapons/BPC_ShieldDefenseSystem.h"
#include "Weapons/BPC_HitReactionSystem.h"
DEFINE_LOG_CATEGORY_STATIC(LogFrameworkDamage, Log, All); DEFINE_LOG_CATEGORY_STATIC(LogFrameworkDamage, Log, All);